• Title/Summary/Keyword: Games education

Search Result 558, Processing Time 0.026 seconds

An exploratory study of the Educational Simulation Games for open mathematic learning (열린 수학 학습을 위한 게임의 교육적 활용 가능성 탐색)

  • 김나영
    • Journal of Educational Research in Mathematics
    • /
    • v.8 no.1
    • /
    • pp.327-350
    • /
    • 1998
  • The purpose of this study is to examine the applicability of educational games to open mathematic learning and consideration to the position of educational games in mathmatical education as powerful technology. For these purposes, previous literatures about games are reviewed. The concept of simulation games are defined and explore the characteristics of games includings game structure and process. And some typical educational games - Israel games, ORDA - are introduced. The main focus of the deliberation and survey of previous literatures is educational games as meaningful learning medium of mathematics and other subjuct matters. Especially educational games take a meaningful role for an implication of applicability of games especially for higher order thinking skills like problem solving, decision making, and creativity. To realize this alternative learning method of mathematics, first of all the attituce of teachers are have to change and accumulate field studies.

  • PDF

Computer Game Usage and Needs for Education on the Prevention of Computer Game Addiction among Elementary School Children (초등학교 고학년 학생의 컴퓨터 게임 사용 실태와 중독 예방 교육 요구)

  • Oh, Won-Oak
    • Korean Journal of Health Education and Promotion
    • /
    • v.22 no.4
    • /
    • pp.1-16
    • /
    • 2005
  • Objectives: This study was conducted to identify the computer game usage of elementary school children and their needs for education on the prevention of computer game addiction. Methods: The subjects of this study were 455 elementary school children. The data were collected from an open and structured questionnaire on the subjects' computer game usage and their needs for education on the prevention of computer game addiction. Results: The boys played computer games more than the girls. There were statistical differences in the durations of the computer game use, the main locations of the computer games they played, the times of the day when they used computers, the times of the day when they played computer games, the number of times in a week they visited Internet cafes, what motivated them to play computer games, and their partners in playing computer games according to gender. From an analysis of 714 statements of the subjects with respect to their need to be educated on computer game addiction prevention, six domains and 19 themes were drawn. The six main domains identified were Definition & Status, Etiology & Process, Influences, Prevention, Diagnosis & Coping with Computer Game Addiction, and General Information on Computer Games. This study results revealed that elementary school children have to be comprehensively educated on how to prevent computer game addiction. Conclusion: A computer game addiction prevention program concerning these themes and domains must be developed. A study should also be conducted to identify the educational needs of parents of elementary school children on computer game addiction prevention.

A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
    • /
    • s.7
    • /
    • pp.233-270
    • /
    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

  • PDF

Effects of Content Reviews using Mathematical Games on Students' Mathematical Disposition (수학 게임을 활용한 복습 활동이 학생의 수학적 성향에 미치는 영향)

  • Jang, Myeong Seok;Noh, Jihwa
    • East Asian mathematical journal
    • /
    • v.38 no.4
    • /
    • pp.517-532
    • /
    • 2022
  • This study looked at how content reviews with mathematical games in class would influence the mathematical disposition of middle school students. In doing so, three games adapted from prior research were used as a supplementary instruction after school hours over three months. The mathematical topics of the games involved concepts of probability and trigonometry at the middle school level. The results of the pre- and post-survey on mathematical disposition indicate that incorporating mathematical games appeared to have some positive impacts on whether students might be more eager to learn mathematics and actually put more effort in learning materials.

Applying Basic Word Lists and Contents for Elementary School English Education by Mobile Games (초등학생용 모바일 영어어휘 게임을 위한 어휘목록 및 콘텐츠 적용 방법 제시)

  • Jeong, Dong-Bin;Kim, Hyun-Jung;Won, Eun-Sok
    • Journal of Korea Game Society
    • /
    • v.10 no.4
    • /
    • pp.35-48
    • /
    • 2010
  • The purpose of the present study was to suggest basic word lists and contents of English for mobile games and to propose how to apply basic word lists to mobile games for English vocabulary learning because it is possible that some potential advantages of mobile games can provide elementary school students with new learning environment for English vocabulary learning. To support this idea, firstly, the basic word lists were selected from essential word lists in the national English curriculum, the word lists from textbooks, and five randomly chosen word books. Secondly, mobile games were examined and appropriate mobile games for learning English words was selected. Lastly, the basic word lists for mobile games were applied to the selected game.

Analysis of School Safety Education Utilization with Educational Game Elements

  • Kim Seung Uk
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.81-87
    • /
    • 2023
  • In order to create and utilize experiential equipment that can be effectively used in school safety education, this paper uses the Korean Safety Education Association's CPR simulator to utilize the elements of educational games: goals, rules, competition, challenge, fantasy, safety, and fun. When the content that combines game elements with general educational equipment was utilized in school education sites, significant results were obtained on the effectiveness of education with active participation of students.

THE CORES OF PAIRED-DOMINATION GAMES

  • KIM, HYE KYUNG
    • East Asian mathematical journal
    • /
    • v.31 no.5
    • /
    • pp.717-725
    • /
    • 2015
  • Velzen introduced the rigid and relaxed dominating set games and showed that the rigid game being balanced is equivalent to the relaxed game being balanced in 2004. After then various variants of dominating set games were introduced and it was shown that for each variant, a rigid game being balanced is equivalent to a relaxed game being balanced. It is natural to ask if for any other variant of dominating set game, the balancedness of a rigid game and the balancedness of a relaxed game are equivalent. In this paper, we show that the answer for the question is negative by considering the rigid and relaxed paired-domination games, which is considered as a variant of dominating set games. We characterize the cores of both games and show that the rigid game being balanced is not equivalent to the relaxed game being balanced. In addition, we study the cores of paired-dominations games on paths and cycles.

Research on Understanding of Game Information for the Elderly (중.노년층의 컴퓨터 게임이용과 인식에 대한 연구)

  • An, Jeong-Shin
    • The Korean Journal of Community Living Science
    • /
    • v.19 no.2
    • /
    • pp.235-244
    • /
    • 2008
  • The purpose of this study was to examine the elderly generation's understanding of game information and for recognition of computer based games as a recreation activity for the mid-to late adults. This study investigated game use and personal thoughts about the influences of computer games on each generation. The study was conducted by survey with the subjects being 242 adults aged 40 to 72 living in Busan and Kyung-nam area. Findings indicated that 43.5% of adults used computers to access games. The purposes for computer use were: business, searching portal sites, and games. 44.8% of adults knew about game information education. 67.4% of adults who had someone as a game information resource reported that their children provided the game information. Most adults used arcade games and recognized the influences of game information as positive to adults and the elderly but negative to children and adolescents. Finally, the adults aged "after mid-life" who knew about game information education showed higher ego-integrity and psychological well-being. These findings have implications for the development of elderly education programs aimed at promoting quality of life for older adults.

  • PDF

A Study on the Development and Effect of Number-Operation Games for Mathematical Creativity of Gifted Students (초등 수학 영재의 창의성 향상을 위한 수 연산 게임 개발 및 적용에 관한 연구)

  • Kim, Yong Jik;Cho, Minshik;Lee, Kwangho
    • Education of Primary School Mathematics
    • /
    • v.19 no.4
    • /
    • pp.313-327
    • /
    • 2016
  • The purpose of this study is to develop the number-operation games and to analyze the effects of the games on mathematical creativity of gifted elementary students. We set up the basic direction and standard of mathematical gifted creativity program and developed the 10 periods games based on the mathematically gifted creative problem solving(MG-CPS) model. And, to find out the change of students' creativity, the test based on the developed program and one group pretest-posttest design was conducted on 20 gifted students. Analysis of data using Leikin's evaluation model of mathematical creativity with Leikin's scoring and categorization frame revealed that gifted students's creativity is improved via the number-operation games.